Hi, some details before the release.
These details are for those only who take the time to read before downloading and playing.

Lol
So what to expect?
The mod update will cover both the tracks and the cars of the 1988 season.
As you know, we (
@doddynco and i) are working on the remake of two F1 seasons.
1986 and 1988.
Respectively, originaly made by @postipate,
@ChiefWiggum and
@carrera4
Both tracks and cars are already available as you probably know it.
In this new pass update, many points have been reworked by me sometime from scratch.
For tracks :
- AIW path mainly.
For 1988 cars :
- Physics
- Engines
- Debris and failures
- Balance of Power
- Aeros
- Tyres
and... Sounds
So, all except graphics lol
I call this update as no spectacular one because only the heart is totally new and this is nothing visible.
The goal of this mod since the begining is to reflect the f1 1988 season historically but with a mindset of a plug and play thing.
I mean, when using different mods combos, you could have to "tweak" the difficulty level or other things when you change one piece of the combo.
In this mod, you just have to test a we of grand prix to find the correct difficulty level for your pace and the rest is pleasure.
No need to adapt agression or whathever talent files, all is included for you to take fun.
Of course, as it is historic, you could be frustrated of an engine failure when fighting for your life during a race, or, be laped twice by the leaders in a smaller team, but hey, this is how it was in real.
In details :
Tracks AIW path.
- I've created 3 main path with just small differencies.
The system works very nice.
The idea was to create 3 path for 3 different driving style.
One path is corner braking a bit later and a later apex, the second is the opposite and the third is equlibrated.
Then, each driver have one of those path dedicated in talent file. (Hardcoded limit is 3 and more would'nt make sense imo )
With this system, all drivers are using one of 3 different styles depending of each tracks and even, each curbs.
As a human driver, analysing where a driver before you is better or slower in some part of a track is a natural thing.
With the addition of different car setups, physics, strategies or whathever event, the races are living far better.
Cars Now.
Physics.
- I've work mainly on behaviors and of course mass distribution.
As it is very difficult to have all the real data, i've used a personal approach.
The physics are based on data's where i have them but the rest is done based on all other sources i can find.
Visualy, you can even sometime "understand" with videos, how the car could feel.
Testimonials and interviews are other valuable sources too.
Accordingly to the data's and other sources, when instinctive feeling match with them, i would trust that we are near the real deal.
But, i could be totally wrong and in this case, you won't like it lol.
As always, nobody pays for this mod, so, nobody could complain Haha
Engines.
- One of the most discussed thing in this mod from begining is the coast resistance.
I've tested many things and my conclusion was that the problem was about engines.
So i needed to understand first how engines are created in rf2.
A long learning process but i couldn't thanks enough
@redapg for his wonderfull editor.
Now the engines are much better i think and the coast problem is away.
That said, the engines are still brutal and so fun to push.
Where 1986 engines are "dangerous animals" as they where irl,
1988 are more tamed but still "animals".

Flat out exit is something to take carefully...
Aeros.
- Based on new engines, aeros have to be reworked also and now, each team have their own aerodynamic values.
That would lead to some big differencies as they where between teams.
Hockenheim is not the same deal for your chosen team than Monaco.
And this is based on what i saw in season reviews mainly and stats like speed traps.
Tyres.
-Tyres are based on S397 cars and are working great in my eyes but it's not the new tyre physics of S397 sadly.
Anyway, i thing this is doing the job well and specially the rain balance of power have now a great feel.
I've given also many times on it both for car pace and Ai balance.
Last but not least, Sounds.
- This is a first pass. (the rest consist of a new orientation and more a new step further, but for sounds it's a real first pass for me.)
So, i don't use the json structure...yet.

But, anyway, i think i've done something exciting on car sounds.
The power is there and as soon as i start a race (from inside or outside on TV), i couldn't resist to push my headphones.
Generally, this is a good sing,..oh, i will say, thing
That's all for today.
Some minor things to adress today but relaese for tomorrow seem very possible.
Cheers and many thanks for all modders that work and help each other in this wonderfull community
